My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Great!
Versatility
Godly!
F2P score
Good

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Tesla Three Musketeers

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Battle Ram Giant Three Musketeers

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram Giant Three Musketeers

Damage spells

Spells in your deck. Having at least one or two is recommended.

The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mini P.E.K.K.A Battle Ram Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Mini P.E.K.K.A Battle Ram Giant

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Mini P.E.K.K.A

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Battle Ram Giant Three Musketeers Guards
Giant Snowball
Fire Spirit Battle Ram Three Musketeers Guards
Zap
Fire Spirit Battle Ram Three Musketeers Guards
Barbarian Barrel
Fire Spirit Tesla Battle Ram Three Musketeers Guards
The Log
Fire Spirit Mini P.E.K.K.A Battle Ram Three Musketeers Guards
Earthquake
Tesla Guards
Arrows
Fire Spirit Guards
Royal Delivery
Fire Spirit Mini P.E.K.K.A Battle Ram Three Musketeers Guards
Fireball
Tesla Battle Ram Three Musketeers
Poison
Three Musketeers Guards
Lightning
Tesla Mini P.E.K.K.A Battle Ram Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Fire Spirit Mini P.E.K.K.A Battle Ram Guards

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Fire Spirit Three Musketeers

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit The Log Guards Tesla Mini P.E.K.K.A Battle Ram Giant Three Musketeers

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

10 Fire Spirit The Log Guards Tesla

Attack Synergies 2 12

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Fire Spirit
Mini P.E.K.K.A Battle Ram Giant Three Musketeers
Tesla
Mini P.E.K.K.A
Giant Fire Spirit The Log
Battle Ram
The Log Fire Spirit Three Musketeers
Giant
Mini P.E.K.K.A Fire Spirit Three Musketeers Guards The Log
Three Musketeers
Fire Spirit Battle Ram Giant Guards The Log
Guards
Giant Three Musketeers The Log
The Log
Battle Ram Mini P.E.K.K.A Giant Three Musketeers Guards

Defense Synergies 2 7

Fire Spirit
Mini P.E.K.K.A The Log
Tesla
The Log Mini P.E.K.K.A Guards
Mini P.E.K.K.A
The Log Fire Spirit Tesla Guards
Battle Ram
Giant
Three Musketeers
The Log
Guards
Tesla Mini P.E.K.K.A The Log
The Log
Tesla Mini P.E.K.K.A Fire Spirit Three Musketeers Guards

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Tesla The Log
Mini P.E.K.K.A Tesla Three Musketeers The Log
Tesla Mini P.E.K.K.A Three Musketeers Fire Spirit
Tesla Mini P.E.K.K.A Three Musketeers Guards
Mini P.E.K.K.A The Log
The Log Fire Spirit Tesla Guards
Tesla Three Musketeers Fire Spirit
Tesla The Log
Tesla Mini P.E.K.K.A Three Musketeers
Guards Fire Spirit Tesla Mini P.E.K.K.A
Guards Tesla The Log
Tesla Three Musketeers
Tesla Mini P.E.K.K.A Fire Spirit Three Musketeers Guards The Log
Fire Spirit Three Musketeers Tesla Mini P.E.K.K.A Guards The Log
Mini P.E.K.K.A Tesla Three Musketeers
Tesla Mini P.E.K.K.A Three Musketeers The Log
Tesla Three Musketeers Mini P.E.K.K.A
Fire Spirit Tesla Three Musketeers Guards The Log
The Log Fire Spirit Tesla Guards
Mini P.E.K.K.A Tesla Three Musketeers
Fire Spirit Tesla Mini P.E.K.K.A Guards The Log

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Mini P.E.K.K.A Guards Tesla
Tesla Mini P.E.K.K.A The Log
Guards Mini P.E.K.K.A The Log
Mini P.E.K.K.A Guards Tesla The Log
Tesla Mini P.E.K.K.A Three Musketeers Guards
Fire Spirit Tesla Three Musketeers
Mini P.E.K.K.A Guards Tesla
Mini P.E.K.K.A Tesla
Mini P.E.K.K.A The Log
Tesla Three Musketeers Guards
Tesla Mini P.E.K.K.A Guards
Guards The Log
Mini P.E.K.K.A Tesla Three Musketeers Guards
Tesla Three Musketeers
Tesla Guards Mini P.E.K.K.A Three Musketeers The Log
Tesla Mini P.E.K.K.A The Log

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Guards The Log
The Log
The Log
Guards The Log
Fire Spirit The Log
Fire Spirit
Fire Spirit The Log
The Log Fire Spirit
The Log
Fire Spirit Mini P.E.K.K.A Three Musketeers Guards
The Log
Fire Spirit
Fire Spirit Three Musketeers The Log
The Log
Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Three Musketeers The Log
Fire Spirit The Log
The Log
The Log
The Log
The Log Fire Spirit
The Log
The Log
The Log
Fire Spirit
Guards
Mini P.E.K.K.A
The Log
The Log
Fire Spirit Guards
Fire Spirit Three Musketeers
The Log
Mini P.E.K.K.A Three Musketeers
The Log
Three Musketeers
Guards The Log
The Log

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